The Krogan Blitz by Jonathan

Build Title: The Krogan Blitz

Class: Krogan Warlord Sentinel

Map Difficulty Rating: This build has the potential for Gold gameplay

Power Evolutions:
Tech Armor: (4) Durability, (5) Melee Damage, (6) Durability
Biotic Hammer: (4) Damage & Force, (5) Armor Damage, (6) Number of Charges
Electrical Hammer: (4) Shields & Barriers, (5) Chill, (6) Number of Charges*
Krogan Warlord: N/A
Warlord Rage: Durability** (4), Martial Artist (5), Fitness Expert** (6)

 

*Depending on your style you could switch this for the Radius and combo evolution.  However, I prefer having the 4 charges this evolution provides so I can go to town on shielded enemies as needed.

 

**I prefer turning the warlord into a damage sponge.  However, either the Durability or Fitness Expert can be exchanged for their alternate melee damage evolution, but not both.  Remember, the Krogan Warlord can’t take cover or dodge, and he moves slowly if not sprinting.

 

Weapons:
The important thing here is to keep your cooldown bonus above 90% and chose the weapon class with your highest melee bonus mod. For Shotguns, I recommend the Geth Plasma Shotgun, Graal Spike Thrower or the N7 Crusader in that order. All of the Krogan Warlord’s abilities are based within melee range so it is a good idea to cover your bases and carry something for the medium to long range. If your Assault Rifle Omni-blade is higher than your shotgun blade attachment, the only ones that are too heavy are the Geth Spitfire and the N7 Typhoon, so choose your favorite.

 

Gear:
The Juggernaut Shield is my personal favorite. Since this is a melee build Hydraulic Joints would work well too, but I like the slight addition to durability from Juggernaut Shields. You really don’t need much else, but the Strength Enhancer weapon equipment and disruptor or phasic rounds would work well.

 

Strategy:
Say hello to the Krogan Warlord. He is big, loud and the giant ball of destruction every Krogan should be. As previously stated, he is a damage sponge. With no gear his health and shields are at 1700 and 2125, second only to the Geth Juggernaut.  However, with both Tech armor and Rage mode active, he gains an 80% damage reduction with a 200 health regeneration bonus. Built to take a beating and dish it out, the electrical hammer and biotic hammer abilities augment the Krogan’s melee capabilities and aren’t instant activation. The charges generated by these abilities are only used up when you execute a heavy melee or finish a three-hit melee combo. I prefer to have the Electrical Hammer charges active at most times since the heavy melee has more of an AoE than biotic hammer, it chills target that aren’t killed by the damage, and it has more charges than Biotic Hammer. However, Biotic Hammer is your power house move. The damage it deals is massive and shreds through armor with ease with this build. I can one-shot a phantom that has full health and barriers with a Heavy Melee. Rage mode activates fairly easily for the Krogan Warlord already, which is why I skipped the Pure Rage evolution of Warlord Rage for Fitness Expert.
Now that you know some of the positive attributes, let’s cover the weaknesses. The Krogan Warlord is even less maneuverable than other Krogan. He cannot use low cover, either as protection or vaulting it when it gets in his way. He has limited use of high cover. You cannot put your back to a corner and fire at enemies while having most of your body protected. You can still use high cover, but you need to position yourself manually. His walking speed is very slow, but he can still sprint, which is pretty much how you should move across the map at all times. Tech armor and rage may provide a massive damage resistance along with health regeneration to bolster his already high durability, but enemies with high DPS like Cerberus turrets and Geth Pyros can overcome this, especially if you have to deal with more than one.  Finally, the biggest danger with this build is the fact that you should be spending most of your time in melee range. This is not a bad thing until you have to face the sync-killers (Brute, Banshee, Atlas, Phantom, Praetorian, and Scion). I didn’t even realize a Brute could sync-kill you until I played the Krogan Warlord. You only need to really worry about Phantoms if they sneak up on you or attack in packs since one Biotic Hammer Heavy melee can take them out with ease. The standard tactic I take is to flank a sync-kill enemy while they are preoccupied with another teammate (preferably a Geth Juggernaut) and just start using heavy melees. If the sync-killer agro’s you, start back pedaling and unloading your weapon of choice until their health is low enough and you can take them out in one heavy melee.
One of the first things you should do in a wave if you aren’t already in Rage mode is to find a trooper level enemy and Heavy melee it to death to get the martial artist boost to melee damage. Unless you want to waste a biotic hammer charge on this mook, your best bet is to weaken it with your gun first, then start in with a heavy melee when you are a couple of meters away. The Krogan Warlord’s heavy melee does have a limited lock-on feature that helps you close distance and make sure you hit the highlighted enemy, even if it moves. After smashing the first mook to death, find another one nearby to trigger Rage. From here on out, you should be able to kill most troopers with a single standard melee attack. Use Electrical Hammer charged heavy melees on shielded mooks to both keep your martial artist bonus going and chill the enemies in the surrounding area. Keeping Rage mode and the martial artist boost going should not be difficult once you get the ball rolling. Remember, only the third strike of a standard melee combo or a heavy melee will expend a charge. So, if you can, try to minimize the number of charges you use. You can cancel out of the charging animation into a heavy melee, but being caught in the middle of a group of enemies and suddenly having to recharge is annoying. You can use the blast from tech armor if you so choose, but your electrical hammer heavy melee attacks will do more damage over a wider radius without leaving you exposed.

 

N00b Rating:
2 – There are a few quirks of the Krogan Warlord build to get used to, and learning that sometimes it is better to back pedal and use your gun when facing sync-killers.  But overall this build is fairly simple.

 

Appearance:
Personally, I prefer the appearance he comes standard with. No specialized paint-jobs, just a big, red, angry Krogan running around crushing things. What could be cooler than that?
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N7 Terminator – by JayneCobb88

Build Title:
N7 Terminator – by JayneCobb88

Class:
N7 Destroyer Soldier

Power Evolutions:

Devastator Mode

(4) Shield Recharge Delay

(5) Magazine Size

(6) Damage Bonus

Missile Launcher

Nothing. Half the time the missile hits a wall and the other half the enemy dodges. Takes entirely too long to fire and on the off chance it hits the missile even maxed for damage will barely do more than concussive shot and with a far less reliable stagger.

Multifrag

(4) Force & Damage

(5) Force & Damage (will rely upon equipment to increase grenade numbers)

(6) Grenade Count

T5-V Battlesuit

(4) Weapon Damage

(5) Power Damage

(6) Weapon Damage

T5-V Internal Systems

(4) Durability

(5) Shield Recharge & Speed

(6) Fitness Expert

Weapons:
Primary – Cerberus Harrier with Stablization & Magazine Size

Secondary – N7 Piranha with Shredder and Smart Choke

Gear:
Use whatever mod you possess that will increase the number of grenades the most. Add a weapon mod to whichever weapon you will be using the most. Use either armor piercing or warp ammo. Depending upon your play style, either use an Adrenaline Module to counter act the Devastator Mode movement penalty or Cyclonic Modulator to tank better.

Strategy:
Turn on Devastator Mode and leave it on.

Shoot it until it’s dead.

If it gets too close, Multifrag it.

When equipping, have one gun for mooks and one for bosses. No need to worry about recharge rate.

This build is all about the set up.

That’s all there is to it. Be a tank and dish out damage.

N00b Rating: (scale 1-5, 1 is easy for everybody!)
3 – The only reason this isn’t a 2 is because a player must have some grenade capacity increasing equipment to make Multifrag more viable.

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N7 Enforcer – by JayneCobb88

Build Title:
N7 Enforcer – by JayneCobb88

Class:
N7 Slayer Vanguard

Power Evolutions:
Biotic Charge

(4) Radius

(5) Power Synergy

(6) Barrier Recharge

Phase Disruptor

(4) Damage

(5) Efficient Blast

(6) Shield Damage

Biotic Slash

(4) Damage

(5) Detonate

(6) Damage

N7 Slayer

First 3 passives only

Fitness

(4) Durability

(5) Shield Recharge

Weapons:
Primary – Carnifex, Paladin or Talon with armor piercing and extra damage

Secondary – SMG of your choice or no weapon. Keep the recharge above +150%

Gear:
Mental Focuser or Adaptive War Amp, whichever is higher. Inferno Ammo to prime fire explosions to be set off by your phase disruptor. Shield Power Cells to get your phase disruptor back into the fight sooner.

Strategy:
For the most part, keep the enemy at a distance and lay waste with the phase disruptor (PD). Do not biotic charge (BC) into general melee, especially not without first dropping enemy shields using the PD. BC’s effect on unshielded mooks is far better than PD’s 5th level stagger effect. Once enemies start coming into range, smack them around with the biotic slash (BS). And if you must charge into a group of enemies for some reason, use light melee to stay alive. With 2 taps of light melee the Slayer is immune to damage during those animation frames which allows the time needed to recharge BC. Don’t ever use the full 3 tap light melee chain because the slayer is vulnerable during the 3rd chain and also leaves him stationary for a hot second. For banshees and other heavily shielded enemies, fire off all available PD, BC to recharge and immediately dodge backward to restart the cycle. Switch to BS once the shields are gone. Unless you really KNOW what you are doing never use heavy melee despite how tempting and sweet it is, as leaves you hanging in the wind.

N00b Rating: (scale 1-5, 1 is easy for everybody!)
4 – Takes a lot of skill and timing to get this right, same as any vanguard build. Difference is this guy can stand toe to toe with any opponent on the battlefield. Also, his ability to jump through walls is best used by someone with solid knowledge of the maps.

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N7 Hunter by JayneCobb88

Build Title:
N7 Hunter by JayneCobb88

Class:
N7 Shadow Infiltrator

Power Evolutions:
Tactical Cloak

(4) Duration – Useful for objectives but it’s main use is for survivability and performing safe assassinations.

(5) Melee – Just about the only weapon you will need

(6) Bonus Power – This plus duration means one can kill with impunity

Electric Slash

(4) Damage – Gives it that extra umph

(5) Tech Det – Provides for amazing synergy with any electrical wielding ally, makes gold level geth farming simple and provides a method for dealing with brutes

(6) Damage – Keeps it relevant on platinum

Shadow Strike

(4) Damage

(5) Electric Damage – Finishes off shielded opponents and sets up tech bursts

(6) Damage

N7 Shadow

Just the first 3 Passives

Sword Mastery

(4) Sword Damage – Damage output means better chance for survival

(5) Martial Artist – Send your damage through the roof

The sixth evolution is bugged and the damage bonus does not apply to shadow strike

Weapons:
Primary – Acolyte heavy pistol with melee stunner and heavy barrel

Secondary – SMG of your choice with armor piercing and stabilization, I like the tempest. If this second weapon pushes you past 190% power recharge change out the stabilization for light weapon materials

Gear:
Mental Focuser or Hydraulic Joints, whichever is higher. The great thing about this build is that no consumables are needed because your damage output and survivability are high enough to see the character through platinum. You may occasionally want to use disruptor ammo for brutes, but more on that later

Strategy:

Keep moving, keep moving, keep moving, use TC to move and attack with impunity. I can’t stress constant use of TC enough. Used correctly, you can spend 75% of a match cloaked.

*Mooks – Tactical Cloak (TC), Shadow Strike (SS) and retreat back to cover to recharge. A second option against shielded mooks is to strip shields with the acolyte and follow up with a heavy melee.

*Guardians – Be patient with guardians and wait until you know they don’t know where you are before using SS. And if their shield gets too annoying just whip out the SMG and lay waste from cover.

*Phantoms/Turrets/Pyros – You have 3 good options. The best option requires some prep time but doesn’t drop your cloak when you shoot. Charge the acolyte, TC, shoot the target to drop shields/barriers, SS, retreat to cover. Next best is TC, SS, Backflip, ES to set off the tech burst killing surrounding mooks with the combo. An unreliable yet quick method if you can pull it off is to TC, SS, Heavy Melee while enemy is staggered. Obviously there are more ways to kill but these three are both the highest damaging, quickest and usually safest.

*Brutes – These are the most dangerous enemies for this build bar none. Only use SS if they are alone, if not either take out the mooks around them or spam ES. The reason they are so dangerous is because SS keeps them from moving like any other enemy and when the character swings for the SS animation she steps into the brute’s blade armor, dropping her shields and staggering her. The trade off is 3-4 bars damage to the brute. The best option for brutes, if you know you’ll be facing reapers, is to equip disruptor ammo before the mission. When you see a brute, switch to your SMG and shoot until a tech burst is primed then ES and repeat.

*Atlas/Prime/Banshee – Rip off their protection with your acolyte then go to town with TC, SS, retreat to cover and repeat. A word of caution for banshees – TC and then spend 3-4 seconds changing position before you SS and then immediately backflip. This throws the banshee off her game and keeps you from getting grabbed.

*Ravager – SS doesn’t stagger ravagers and they will immediately spew their acid killing you in one hit. Never SS ravagers unless ALL 4 of their swarmer sacks have been popped. This is another job for that trusty SMG sidearm

N00b Rating: (scale 1-5, 1 is easy for everybody!) 4 – The build requires patience, proficient tactical planning before an assassination and a working knowledge of good cover spots for all maps.

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Quarian Mechanic – by Calibr886

Build Title: Quarian Mechanic – by Calibr886\

Class: Quarian Male Engineer

Power Evolutions:
Tactical Scan: Weapon Damage (4), Headshots (5), Damage (6)
Incinerate: (1), (2), (3)
Arc Grenade: Damage (4), Max Grenades (5), Shield Overload (6)
Quarian Defender: Weapon Damage (4), Headshots (5), Weapon Damage (6)
Fitness: Durability (4), Shield Recharge (5)

Weapons:                                                                                                                         Load out 1:                                                                                                                                - M-8 Avenger X (Mag Upgrade + Piercing Mod)                                                                     - M-25 Hornet X (Mag Upgrade + Ultralight Materials/Heat Sin                                         Load out 2:
- M-90 Indra X (Spare Thermal Clip + Piercing Mod)                                                        Load out 3:
- M-8 Avenger X (Mag Upgrade + Precision Scope/Stability Dampener)
- M-6 Carnifex X (Piercing Mod + High-Caliber Barrel/Mag Upgrade)

Gear: This build has a more difficult time with Armor than shields, so Armor-Piercing/Incendiary/Warp ammo is recommended to help you deal with armored opponents more easily.
Your armor bonus will depend on your play style: if you have trouble dying on higher difficulty settings, you may want a shield boost, otherwise it is recommended to pack a stabilization module to aid in getting headshots.
Weapon bonuses all depend on the weapon load out you are currently using – match that with your preferred load out.
Ideally you want your gear bonus to either give you an edge on your weapon damage depending on your load out  or give you more grenades. I tend to like the grenade package because I abuse Arc Grenade, although the warfighter package is extremely useful when using an assault rifle.

Strategy: This build is called the “Quarian Mechanic” because it is designed to troubleshoot and deal with problem opponents (Phantom, Atlas, Geth Prime, etc.). Paint the target with your Tactical Scan, using Arc Grenade to bypass its shields, then shoot the hell out of it. On lower difficulties, abuse Arc Grenade for crowd control. On higher difficulties, use Arc Grenades as a utility to bypass shields and use Incinerate to stun enemies, giving you a chance to light them up with your weapons. Use Tactical Scan generously, as it has a lightning fast recharge speed, to up your weapon damage. This is especially useful on troublesome mid-level enemies, like Geth Pyros and Centurions. Finally, you can use Arc Grenade as a Panic Button if enemies begin to overwhelm you. You may not win the points standings all the time, but you will be a vital utility on any team to counter virtually any threat opposing you.

N00b Rating: 3. While this build may not be the squishiest character (i.e. Geth Infiltrator/Drell anything), it is still on the low end of health and shields. Be wary on higher difficulties that if you get caught out in the open, it doesn’t take much to put you down. This build has utility for just about anything, however, and is very balanced. You have answers to virtually every threat, and the hardest part about learning this build may very well be unlocking the weapons you want to use for it

Appearance: N/A

-Edits by Bryan

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